Random cooking effects
There are two classes of random cooking effects that can be granted by particular cooking ingredients:
- Random cooking effects:
- Random, usually powerful cooking effects:
Random cooking effects has a much broader spread of effects to pick from, and Random, usually powerful cooking effects focuses on the rarer and more powerful effects.
Ingredients with these effects will not appear in recipes created while inspired from Carbide Chef; a random ingredient that provides the effect chosen will be picked instead.[1] However, they may still end up in other generated recipes, such as in village ovens.
Random Effects [2]
A notable inclusion on this list is uncertain attribute-based effects, the effect drops of nectar provide, at a 1.47% chance of being picked. Including the 25% chance for the actual effect to activate, there is a 0.37% chance of every meal to gain +1 to all attributes.
Cooking Effect Table
Unused Effects
None of the following effects will be (directly) chosen. However, included effects may be supersets of these, in which case the effects may still show up.
- simple Quickness-based effects
- volatile density-based effects
- simple regeneration and healing-based effects
- simple cold-based effects
- simple heat and fire-based effects
- simple disease prevention-based effects
- simple acid-based effects
- simple taste-based effects
- simple cloning effects
- simple stability-based effects
- random effects
- random, usually powerful effects
Random, usually powerful Effects [2]
A notable inclusion on this list is the volatile density-based effects, the effect that neutron flux provides, with a 5.95% chance of being selected. Including the 10% chance of instant death, this means that there is a 0.60% chance of death every meal.
Cooking Effect Weights
Unused Effects
None of the following effects will be (directly) chosen. However, included effects may be supersets of these, in which case the effects may still show up.
- simple plant-based effects
- regeneration and healing-based effects
- disease prevention and curing-based effects
- damage reflection-based effects
- fire-breathing effects
- ice-breathing effects
- corrosive gas-breathing effects
- sleep gas-breathing effects
- normality gas-breathing effects
- poison gas-breathing effects
- stun gas-breathing effects
- confusion gas-breathing effects
- simple Quickness-based effects
- slime-spitting effects
- simple regeneration and healing-based effects
- simple cold-based effects
- simple heat and fire-based effects
- simple disease prevention-based effects
- simple acid-based effects
- simple taste-based effects
- simple cloning effects
- simple stability-based effects
- rubber-based effects
- random effects
- random, usually powerful effects
References
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